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actionPlayer.py 12KB

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  1. import bge
  2. import actionsFSMlist
  3. import mathutils
  4. import FSM
  5. dict = bge.logic.globalDict
  6. zero_blend = False
  7. state_a = ['reg_idle',
  8. 'reg_idle2',
  9. 'reg_idle3',
  10. 'reg_idle4',
  11. 'reg_idle5',
  12. 'reg_idle6',
  13. 'reg_idle7',
  14. 'reg_roll',
  15. 'reg_turnLeft',
  16. 'reg_turnRight',
  17. 'reg_manual_left',
  18. 'reg_manual_right',
  19. 'reg_nmanual_left',
  20. 'reg_nmanual_right',
  21. 'reg_opos',
  22. 'reg_nopos',
  23. 'reg_pump',
  24. 'reg_pump_left',
  25. 'reg_pump_right',
  26. 'reg_manual',
  27. 'reg_nmanual',
  28. 'reg_air',
  29. 'reg_air_nb',
  30. 'reg_air_nose',
  31. 'reg_air_tail',
  32. 'reg_5050',
  33. 'reg_bsboard',
  34. 'reg_fsboard',
  35. 'reg_tailg',
  36. 'reg_tailgr',
  37. 'reg_tailgl',
  38. 'reg_noseg',
  39. 'reg_nosegr',
  40. 'reg_nosegl',
  41. 'reg_tailslide',
  42. 'reg_noseslide',
  43. 'fak_idle',
  44. 'fak_idle2',
  45. 'fak_idle3',
  46. 'fak_idle4',
  47. 'fak_idle5',
  48. 'fak_idle6',
  49. 'fak_idle7',
  50. 'fak_roll',
  51. 'fak_turnLeft',
  52. 'fak_turnRight',
  53. 'fak_manual_left',
  54. 'fak_manual_right',
  55. 'fak_nmanual_left',
  56. 'fak_nmanual_right',
  57. 'fak_opos',
  58. 'fak_nopos',
  59. 'fak_pump',
  60. 'fak_pump_left',
  61. 'fak_pump_right',
  62. 'fak_manual',
  63. 'fak_nmanual',
  64. 'fak_air',
  65. 'fak_air_nb',
  66. 'fak_air_nose',
  67. 'fak_air_tail',
  68. 'fak_5050',
  69. 'fak_bsboard',
  70. 'fak_fsboard',
  71. 'fak_tailg',
  72. 'fak_tailgr',
  73. 'fak_tailgl',
  74. 'fak_noseg',
  75. 'fak_nosegr',
  76. 'fak_nosegl',
  77. 'fak_tailslide',
  78. 'fak_noseslide',
  79. 'reg_ollie',
  80. 'reg_kickflip',
  81. 'reg_heelflip',
  82. 'reg_shuvit',
  83. 'reg_shuvit360',
  84. 'reg_fsshuvit',
  85. 'reg_fsshuvit360',
  86. 'reg_nollie',
  87. 'reg_nollie_kickflip',
  88. 'reg_nollie_heelflip',
  89. 'reg_nollie_shuvit',
  90. 'reg_nollie_fsshuvit',
  91. 'reg_nollie_shuvit360',
  92. 'reg_nollie_fsshuvit_360',
  93. 'reg_hardflip',
  94. 'reg_inward_heelflip',
  95. 'reg_varial_kickflip',
  96. 'reg_varial_heelflip',
  97. 'fak_ollie',
  98. 'fak_kickflip',
  99. 'fak_heelflip',
  100. 'fak_shuvit',
  101. 'fak_shuvit360',
  102. 'fak_fsshuvit',
  103. 'fak_fsshuvit360',
  104. 'fak_nollie',
  105. 'fak_nollie_kickflip',
  106. 'fak_nollie_heelflip',
  107. 'fak_nollie_shuvit',
  108. 'fak_nollie_fsshuvit',
  109. 'fak_nollie_shuvit360',
  110. 'fak_nollie_fsshuvit_360',
  111. 'fak_hardflip',
  112. 'fak_inward_heelflip',
  113. 'fak_varial_kickflip',
  114. 'fak_varial_heelflip',
  115. 'frontside_grab',
  116. 'backside_grab',
  117. 'frontside_nose_grab',
  118. 'backside_nose_grab',
  119. 'frontside_tail_grab',
  120. 'backside_tail_grab',
  121. 'reg_ollie_north',
  122. 'reg_ollie_south',
  123. 'reg_judo',
  124. 'reg_frigid',
  125. 'reg_fsonefoot',
  126. 'reg_onefoot',
  127. 'reg_airwalk',
  128. 'reg_wall_r',
  129. 'reg_wall_l',
  130. 'fak_wall_r',
  131. 'fak_wall_l',
  132. 'fak_frontside_grab',
  133. 'fak_backside_grab',
  134. 'fak_frontside_nose_grab',
  135. 'fak_backside_nose_grab',
  136. 'fak_frontside_tail_grab',
  137. 'fak_backside_tail_grab',
  138. 'fak_ollie_north',
  139. 'fak_ollie_south',
  140. 'fak_judo',
  141. 'fak_frigid',
  142. 'fak_fsonefoot',
  143. 'fak_onefoot',
  144. 'reg_back_invert',
  145. 'reg_onboard',
  146. 'reg_offboard',
  147. 'fak_onboard',
  148. 'fak_offboard',
  149. 'reg_dropin']
  150. state_b = ['reg_jump',
  151. 'reg_walk_air',
  152. 'reg_walk_air_out',
  153. #'reg_onboard',
  154. #'reg_offboard',
  155. 'reg_brfoot',
  156. 'reg_frfoot',
  157. 'reg_blfoot',
  158. 'reg_flfoot',
  159. 'reg_land',
  160. 'reg_landL',
  161. 'reg_landLb',
  162. 'reg_landR',
  163. 'reg_landRb',
  164. 'revert1',
  165. 'revert2',
  166. 'fak_revert1',
  167. 'fak_revert2',
  168. 'revert3',
  169. 'revert4',
  170. 'fak_jump',
  171. 'fak_walk_air',
  172. 'fak_walk_air_out',
  173. #'fak_onboard',
  174. #'fak_offboard',
  175. 'fak_brfoot',
  176. 'fak_frfoot',
  177. 'fak_blfoot',
  178. 'fak_flfoot',
  179. 'fak_land',
  180. 'fak_landL',
  181. 'fak_landLb',
  182. 'fak_landR',
  183. 'fak_landRb']
  184. def actionPlayer(ac):
  185. scene = bge.logic.getCurrentScene()
  186. cont = bge.logic.getCurrentController()
  187. own = cont.owner
  188. skater = dict['p1']
  189. deck = dict['p1d']
  190. a = getattr(actionsFSMlist.reg_walk, 'name')
  191. name = getattr(ac, 'name')
  192. dname = getattr(ac, 'dname')
  193. start = getattr(ac, 'start')
  194. end = getattr(ac, 'end')
  195. dstart = getattr(ac, 'dstart')
  196. dend = getattr(ac, 'dend')
  197. layer = getattr(ac, 'layer')
  198. mode = getattr(ac, 'mode')
  199. speed = getattr(ac, 'speed')
  200. blendin = getattr(ac, 'blendin')
  201. #--------------------------------
  202. #if zero_blend:
  203. # if own['l_actionState'] != None and own['l_actionState'] in 'revert1':
  204. # blendin = 0
  205. # print('zeroing blend')
  206. skater.playAction(name, start,end, layer=layer, play_mode=mode, speed=speed, blendin=blendin)
  207. deck.playAction(dname, dstart,dend, layer=layer, play_mode=mode, speed=speed, blendin=blendin)
  208. #print('playing', name, get_frame(ac))
  209. #if skater.isPlayingAction(3):
  210. #print(skater.getActionFrame(3))
  211. def get_frame(ac):
  212. skater = dict['p1']
  213. layer = getattr(ac, 'layer')
  214. #print('getting frame', skater.getActionFrame(layer))
  215. return skater.getActionFrame(layer)
  216. def set_frame(ac, frame):
  217. skater = dict['p1']
  218. deck = dict['p1d']
  219. layer = getattr(ac, 'layer')
  220. skater.setActionFrame(frame, layer)
  221. deck.setActionFrame(frame, layer)
  222. #print('setting frame', frame)
  223. def check_exit(aState, rA, timer, ac):
  224. exits = getattr(ac, 'exits')
  225. force = getattr(ac, 'force_exit')
  226. fe = getattr(ac, 'fef')
  227. rv = ''
  228. #print('rA, aState', rA, aState, force, fe, timer)
  229. if rA in exits:
  230. rv = rA
  231. #
  232. elif ('fak' in rA and 'reg' in aState) or ('reg' in rA and 'fak' in aState):
  233. #print('change stance')
  234. if getattr(ac, 'opposite') != None:
  235. rv = getattr(ac, 'opposite')
  236. else:
  237. rv = aState
  238. if force != None and fe >= timer:
  239. print('doing exit timer', force)
  240. rv = force
  241. return rv
  242. def state_timer(own):
  243. if own['aState'] == own['l_aState']:
  244. own['stateTimer'] += 1
  245. else:
  246. own['stateTimer'] = 0
  247. def check_land(rA, aState, own):
  248. #check if manualling
  249. if rA in actionsFSMlist.reg_manuallist or rA in actionsFSMlist.reg_grindlist or rA in actionsFSMlist.fak_grindlist:
  250. #if rA in actionsFSMlist.reg_manuallist or rA in actionsFSMlist.fak_grindlist:
  251. aState = rA
  252. #own['stateTimer'] = 0
  253. own['aState'] = rA
  254. #otherwise, force land, offboard or fliptrick
  255. elif 'land' in rA or 'onboard' in rA or 'offboard' in rA or rA in actionsFSMlist.reg_fliplist or rA in actionsFSMlist.fak_fliplist or rA in actionsFSMlist.revertlist:
  256. #print('landing________________________', rA)
  257. aState = rA
  258. own['stateTimer'] = 0
  259. own['aState'] = rA
  260. #print(own['stance'], '-----stance', rA)
  261. return aState
  262. def main(cont):
  263. own = cont.owner
  264. dict = bge.logic.globalDict
  265. #initial state
  266. if 'aState' not in own:
  267. own['aState'] = 'reg_idle'
  268. own['l_aState'] = None
  269. own['stateTimer'] = 0
  270. own['eaState'] = FSM.EaFSM(own)
  271. own['EaRequest'] = None
  272. aState = own['aState']
  273. rA = own['requestAction']
  274. timer = own['stateTimer']
  275. newState = own['aState']
  276. aState = check_land(rA, aState, own)
  277. newState = aState
  278. og_state = own['aState']
  279. #print(aState)
  280. if aState in state_a:
  281. action = getattr(actionsFSMlist, aState)
  282. if own['stateTimer'] < getattr(action, 'intro_frames'):
  283. intro = getattr(action, 'intro')
  284. actionPlayer(getattr(actionsFSMlist, intro))
  285. else:
  286. actionPlayer(action)
  287. newState = check_exit(aState, rA, timer, action)
  288. if aState == 'reg_onboard':
  289. print('onboarding..')
  290. if aState == 'reg_back_invert':
  291. print('fffffffffffffffffffffffffffffffff')
  292. elif aState in state_b:
  293. action = getattr(actionsFSMlist, aState)
  294. actionPlayer(action)
  295. if own['stateTimer'] > getattr(action, 'fef'):
  296. newState = check_exit(aState, rA, timer, action)
  297. ###################################
  298. check_state = 'reg_sit'
  299. if aState == check_state:
  300. action = getattr(actionsFSMlist, check_state)
  301. #if own['stateTimer'] < 19:
  302. if own['stateTimer'] < getattr(action, 'intro_frames'):
  303. actionPlayer(getattr(actionsFSMlist, 'intro'))
  304. else:
  305. actionPlayer(action)
  306. newState = check_exit(aState, rA, timer, actionsFSMlist.reg_sit)
  307. #-----------------------
  308. check_state = 'reg_walk'
  309. if aState == check_state:
  310. action = getattr(actionsFSMlist, check_state)
  311. if own['l_aState'] == 'reg_walkFast':
  312. frame = get_frame(actionsFSMlist.reg_walkFast)
  313. actionPlayer(action)
  314. set_frame(actionsFSMlist.reg_walk, frame)
  315. else:
  316. frame = actionPlayer(action)
  317. newState = check_exit(aState, rA, timer, action)
  318. #-----------------------
  319. check_state = 'reg_walkFast'
  320. if aState == check_state:
  321. action = getattr(actionsFSMlist, check_state)
  322. newState = check_exit(aState, rA, timer, actionsFSMlist.reg_walkFast)
  323. if own['l_aState'] == 'reg_walk':
  324. frame = get_frame(actionsFSMlist.reg_walk)
  325. actionPlayer(action)
  326. set_frame(actionsFSMlist.reg_walkFast, frame)
  327. else:
  328. actionPlayer(action)
  329. check_state = 'reg_push'
  330. if aState == check_state:
  331. action = getattr(actionsFSMlist, check_state)
  332. actionPlayer(action)
  333. if own['stateTimer'] > 70:
  334. newState = 'reg_roll'
  335. check_state = 'reg_push_goof'
  336. if aState == check_state:
  337. action = getattr(actionsFSMlist, check_state)
  338. actionPlayer(action)
  339. if own['stateTimer'] > 70:
  340. newState = 'reg_roll'
  341. check_state = 'reg_powerslide'
  342. if aState == check_state:
  343. action = getattr(actionsFSMlist, check_state)
  344. # if own['stateTimer'] < 20:
  345. # actionPlayer(actionsFSMlist.reg_powerslide_in)
  346. if own['stateTimer'] < getattr(action, 'intro_frames'):
  347. intro = getattr(action, 'intro')
  348. actionPlayer(getattr(actionsFSMlist, intro))
  349. else:
  350. actionPlayer(action)
  351. newState = check_exit(aState, rA, timer, actionsFSMlist.reg_powerslide)
  352. check_state = 'reg_fs_powerslide'
  353. if aState == check_state:
  354. action = getattr(actionsFSMlist, check_state)
  355. # if own['stateTimer'] < 20:
  356. # actionPlayer(actionsFSMlist.reg_fs_powerslide_in)
  357. if own['stateTimer'] < getattr(action, 'intro_frames'):
  358. intro = getattr(action, 'intro')
  359. actionPlayer(getattr(actionsFSMlist, intro))
  360. else:
  361. actionPlayer(action)
  362. newState = check_exit(aState, rA, timer, actionsFSMlist.reg_fs_powerslide)
  363. check_state = 'fak_sit'
  364. if aState == check_state:
  365. action = getattr(actionsFSMlist, check_state)
  366. #if own['stateTimer'] < 19:
  367. if own['stateTimer'] < getattr(action, 'intro_frames'):
  368. actionPlayer(getattr(actionsFSMlist, 'intro'))
  369. else:
  370. actionPlayer(action)
  371. newState = check_exit(aState, rA, timer, actionsFSMlist.fak_sit)
  372. #-----------------------
  373. check_state = 'fak_walk'
  374. if aState == check_state:
  375. action = getattr(actionsFSMlist, check_state)
  376. if own['l_aState'] == 'fak_walkFast':
  377. frame = get_frame(actionsFSMlist.fak_walkFast)
  378. actionPlayer(action)
  379. set_frame(actionsFSMlist.fak_walk, frame)
  380. else:
  381. frame = actionPlayer(action)
  382. newState = check_exit(aState, rA, timer, action)
  383. #-----------------------
  384. check_state = 'fak_walkFast'
  385. if aState == check_state:
  386. action = getattr(actionsFSMlist, check_state)
  387. newState = check_exit(aState, rA, timer, actionsFSMlist.fak_walkFast)
  388. if own['l_aState'] == 'fak_walk':
  389. frame = get_frame(actionsFSMlist.fak_walk)
  390. actionPlayer(action)
  391. set_frame(actionsFSMlist.fak_walkFast, frame)
  392. else:
  393. actionPlayer(action)
  394. check_state = 'fak_push'
  395. if aState == check_state:
  396. action = getattr(actionsFSMlist, check_state)
  397. actionPlayer(action)
  398. if own['stateTimer'] > 70:
  399. newState = 'fak_roll'
  400. check_state = 'fak_push_goof'
  401. if aState == check_state:
  402. action = getattr(actionsFSMlist, check_state)
  403. actionPlayer(action)
  404. if own['stateTimer'] > 70:
  405. newState = 'fak_roll'
  406. check_state = 'fak_powerslide'
  407. if aState == check_state:
  408. action = getattr(actionsFSMlist, check_state)
  409. # if own['stateTimer'] < 20:
  410. # actionPlayer(actionsFSMlist.fak_powerslide_in)
  411. if own['stateTimer'] < getattr(action, 'intro_frames'):
  412. intro = getattr(action, 'intro')
  413. actionPlayer(getattr(actionsFSMlist, intro))
  414. else:
  415. actionPlayer(action)
  416. newState = check_exit(aState, rA, timer, actionsFSMlist.fak_powerslide)
  417. check_state = 'fak_fs_powerslide'
  418. if aState == check_state:
  419. action = getattr(actionsFSMlist, check_state)
  420. # if own['stateTimer'] < 20:
  421. # actionPlayer(actionsFSMlist.fak_fs_powerslide_in)
  422. if own['stateTimer'] < getattr(action, 'intro_frames'):
  423. intro = getattr(action, 'intro')
  424. actionPlayer(getattr(actionsFSMlist, intro))
  425. else:
  426. actionPlayer(action)
  427. newState = check_exit(aState, rA, timer, actionsFSMlist.fak_fs_powerslide)
  428. #-----------------------
  429. #print(own['aState'], newState, rA)
  430. #print()
  431. if newState != '':
  432. own['aState'] = newState
  433. own['l_aState'] = og_state
  434. own['l_actionState'] = og_state
  435. state_timer(own)
  436. skater = dict['p1']
  437. if own['requestAction'] == 'reg_roll' and own['rotz'] < .985:
  438. frame = int(own['rotz'] * 70)
  439. else:
  440. skater.stopAction(5)
  441. own['eaState'].Execute()